Fighter
Base Class: Fighter

Some fighters hone their combat skills through sheer discipline and endless hours of training. They study tactics and techniques developed by time-honored experts in the art of war, and aspire to join their ranks.

You are not one of those fighters.

Scrappers learn to defend themselves on the street and in the tavern, fighting dirty and grabbing whatever’s at hand for a weapon. They’re probably grinning the whole time, too, except for when they’re spitting out teeth.

Sucker Punch

Starting at 18th level, you know it's a fight when it's still a conversation. When you roll initiative you can spend a trick die to immediately move up to your speed and make a melee attack against one creature. If the attack hits and you use a dirty trick requiring a saving throw, the creature has disadvantage on its saving throw.

Heave-Ho

Starting at 7th level, you can use your action to throw a creature you’re grappling. If they’re smaller than your size, you can throw them a number of feet equal to your Strength score. If they’re your size, you can throw them half that distance. If they’re one size larger than you, you throw them a number of feet equal to your Strength modifier (minimum 1 foot). The creature falls prone and takes bludgeoning damage equal to your Strength modifier, plus a trick die of bludgeoning damage for every 5 feet you threw it. If the creature would strike an object, structure, or other creature, the struck target must succeed on a Dexterity saving throw or else take an equal amount of damage. The thrown creature then stops moving. If the struck target is the same size as or smaller than the thrown creature and fails the saving throw, it is also knocked prone.

Dirty Fighting

When you choose this archetype at 3rd level, you learn tricks that are fueled by a special resource called trick points.

Dirty Tricks. You learn three tricks of your choice, which are detailed under “Dirty Tricks” below. Many tricks enhance an attack in some way. You can use only one trick per attack.

You learn two additional tricks of your choice at 7th, 10th, and 15th level. Each time you learn new tricks, you can also replace one trick you know with a different one.

Trick Dice. You have four trick dice, which are d8s. A trick die is expended when you use it. You regain all of your expended trick dice when you finish a short or long rest.

You gain another trick die at 7th level and one more at 15th level.

Saving Throws. Some of your tricks require your target to make a saving throw to resist the trick's effects. The saving throw DC is calculated as follows:

Dirty Trick save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of the Bar and Alley

At 3rd level, you gain proficiency with improvised weapons.

Dirty Tricks

The dirty tricks are presented in alphabetical order.

"Hit me, I dare you."

When you hit a creature with a weapon attack, you can expend one trick die to attempt to goad the target into attacking you. You add the trick die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

"My turn."

When a creature misses you with a melee attack, you can use your reaction and expend one trick die to make a melee weapon attack against the creature. If you hit, you add the trick die to the attack’s damage roll.

Bloodied Grin

On your turn, you can use a bonus action and expend one trick die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the trick die roll + your Charisma modifier.

Bugbear's Reach

When you make a melee weapon attack on your turn, you can expend one trick die to increase your reach for that attack by 5 feet. If you hit, you add the trick die to the attack’s damage roll.

Distracting Taunt

When you hit a creature with a weapon attack, you can expend one trick die to distract the creature, giving your allies an opening. You add the trick die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Float like a Butterfly

When you move, you can expend one trick die, rolling the die and adding the number rolled to your AC until you stop moving.

Harsh Shove

When you hit a creature with a weapon attack, you can expend one trick die to attempt to drive the target back. You add the trick die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Haymaker

You can expend one trick die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the trick die to the attack’s damage roll.

Incite to Violence

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the trick die to the attack’s damage roll.

Kick up dust

As an action, you kick up dirt, gravel, or other rough materials from the floor and launch them upwards toward your foes. Creatures in a 10ft cone originating from you must make a Dexterity saving throw or take damage equal to a roll of your trick dice and be blinded until the end of your next turn.  They take half as much damage and are not blinded on a successful save.

Menacing

When you hit a creature with a weapon attack, you can expend one trick die to attempt to frighten the target. You add the trick die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one trick die to add it to the roll. You can use this dirty trick before or after making the attack roll, but before any effects of the attack are applied.

Punch Drunk

When another creature damages you with a melee attack, you can use your reaction and expend one trick die to reduce the damage by the number you roll on your trick die + your Dexterity modifier.

Set Alight

When you hit a creature with a melee attack, you may use your bonus action to discreetly set the target aflame with a held torch or nearby other source of flame. The target must make a Dexterity saving throw or take fire damage equal to one roll of your trick dice and one roll of your trick dice of fire damage at the start of each of its turns until it spends an action to put out the flame.

Share the Pain

When you hit a creature with a melee weapon attack, you can expend one trick die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your trick die. The damage is of the same type dealt by the original attack.

Sweep the Leg

When you hit a creature with a weapon attack, you can expend one trick die to attempt to knock the target down. You add the trick die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Tag Team

When you hit a creature with a weapon attack, you can expend one trick die to maneuver one of your comrades into a more advantageous position. You add the trick die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Weaken Grip

When you hit a creature with a weapon attack, you can expend one trick die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the trick die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Read the Room

Starting at 7th level, when you spend at least 1 minute observing your immediate environment and the creatures in it, you learn certain details likely to be of use in the event that violence breaks out. The environment must be a confined space, such as a room, or an open space in an urban setting. Ask the DM up to three of the following questions, and they must respond truthfully.

  • Which creatures here have notable combat training or experience?
  • Which creatures here are a danger to me or my allies?
  • Which creatures here have more hit points than I do?
  • Who’s in charge here?
  • What’s useful to me here?
  • What’s my best way out of here?

In addition, if a fight breaks out in that environment within the next hour, you have advantage on your initiative roll and cannot be surprised.

Improved Dirty Tricks

At 10th level, your trick dice turn into d10s. At 18th level, they turn into d12s.

"I could do this all day."

Starting at 15th level, when you roll initiative and have no trick dice remaining, you regain one superiority die.

Improved Dirty Tricks

At 18th level, your trick dice turn into d12s.

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